#[vertex] #version 450 #VERSION_DEFINES layout(location = 0) in vec4 position; layout(push_constant, std430) uniform Params { mat4 model_matrix; mat4 view_matrix; mat4 proj_matrix; } params; layout(location = 0) out vec4 uv_interp; void main() { uv_interp = vec4(position.x, ...
vertex着色器还提供了一个参数,叫做MODEL_MATRIX,在以前的版本中也叫WORLD_MATRIX,也就是全局坐标变换矩阵。根据线性代数的知识,矩阵左乘本地坐标就能得到变换过后的坐标,储存本地坐标的参数就是VERTEX。要注意的是,VERTEX是一个二维向量,而坐标变换矩阵是4×4矩阵,4×4矩阵只能左乘四维向量,因此我们改写一下函数 voi...
vertexPos[0] = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy; } void fragment() { //遮盖Y方向 float isWithinY = step(vertexPos[0].y, cellPos.y) * step(cellPos.y, vertexPos[0].y + height); //遮盖X方向 float isWithinX = step(vertexPos[0].x, cellPos.x) * step(cellPos...
void vertex() { vertexPos[0] = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy; } void fragment() { //遮盖Y方向 float isWithinY = step(vertexPos[0].y, cellPos.y) * step(cellPos.y, vertexPos[0].y + height); //遮盖X方向 ...
objScaleUnrotatedMtx.y = length(MODEL_MATRIX[1].xyz); objScaleUnrotatedMtx.z = length(MODEL_MATRIX[2].xyz); v_objectscale = objScaleUnrotatedMtx; #endif } void fragment() { ALBEDO = vec3(1,0,0); } Okay i have finally found the issue, after isolating a material in a scene,...
Matrix and a WorldMatrix that are updated in every Update frame. If you need to force an update sooner than that you can use TranformComponent.UpdateLocalMatrix(), Transform.UpdateWorldMatrix(), or Transform.UpdateLocalFromWorld() to do so, depending on how you need to update the matrix....
用户可以关闭内置模型视图变换(英文:modelview transform,注:但投影(projection)依然会发生),并使用如下代码手动实现: shader_type spatial;render_mode skip_vertex_transform;voidvertex(){VERTEX=(MODELVIEW_MATRIX*vec4(VERTEX,1.0)).xyz;NORMAL=(MODELVIEW_MATRIX*vec4(NORMAL,0.0)).xyz;// same as above...
Use MODELVIEW_MATRIX when on double precision (GH-75462). Move sky luminance scaling to before fog is applied (GH-75812). Clamp normal when calculating 2D lighting to avoid artifacts (GH-76240). Rework particle turbulence (GH-77154). (Re-)Implement Light3D.shadow_reverse_cull_face (GH-7723...
光函数会对每一个光源进行逐像素调用,并且会对每一种光源类型循环调用。 下面是一个使用兰博特光照模型(Lambertian lighting model)的自定义光函数的范例: voidlight(){DIFFUSE_LIGHT+=dot(NORMAL,LIGHT)*ATTENUATION*ALBEDO;} 如果你想让光照叠加,可以使用+=运算符将各个光叠加到DIFFUSE_LIGHT。
iOS: OS.get_model_name() now returns a value with the device name. iOS: The Home indicator is now hidden by default to avoid being in the way of the running project. It can be restored in the Project Settings. Windows: Ability to toggle the console window in the Editor Settings. Wi...